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*''Research Lab'' - with ''Dauntless Guidance System''/''Optronic Computer'' as a bonus. The first bonus techs: in a MP game, you re likely the only one to have them. Dauntless makes large salvos of stray missiles quite dangerous, and the computer is an early equivalent of taking a +20 combat pick.
*''Research Lab'' - with ''Dauntless Guidance System''/''Optronic Computer'' as a bonus. The first bonus techs: in a MP game, you re likely the only one to have them. Dauntless makes large salvos of stray missiles quite dangerous, and the computer is an early equivalent of taking a +20 combat pick.
*''Hydroponic Farms''/''Biospheres'' - each Hydro-Farm effectively allows one homeworld population to switch from farming to research. This can create a HUGE research dividend when implemented early on since each researcher also gets the Lab bonus. Biospheres pays off best for you when 1 HW farmer can feed 2 extra colony researchers.
*''Hydroponic Farms''/''Biospheres'' - each Hydro-Farm effectively allows one homeworld population to switch from farming to research. This can create a HUGE research dividend when implemented early on since each researcher also gets the Lab bonus. Biospheres pays off best for you when 1 HW farmer can feed 2 extra colony researchers.
*''Reinforced Hull'' with ''Fighter Bays''/''Anti-missile Rockets'' - you will be grabbing this tech level early on anyways to get to Auto Factory. Most non-creatives will take Reinforced Hull. But Fighter Bays, when combined with some of the other early techs you will researching anyways, gives you excellent blitz capability if the opportunity presents itself. The best defense is offense.
*''Auto Factory'' - with ''Missile Base''/''Heavy Armor'' as bonus techs -  you need this early on anyways to boost industrial production, and you get your first planetary defense tech as well. All your starbases also automatically upgrade to Heavy Armor (and Reinforced Hull, which you picked up earlier as well).  
*''Auto Factory'' - with ''Missile Base''/''Heavy Armor'' as bonus techs -  you need this early on anyways to boost industrial production, and you get your first planetary defense tech as well. All your starbases also automatically upgrade to Heavy Armor (and Reinforced Hull, which you picked up earlier as well).  
*''Deuterium Fuel Cells''/''Tritanium Armor'' - a tech often necessary for early exploration, and now your starbases/ships/fighters are upgraded to Tritanium. You probably have the best armor of all the empires in the galaxy at this stage.
*''Deuterium Fuel Cells''/''Tritanium Armor'' - a tech often necessary for early exploration, and now your starbases/ships are upgraded to Tritanium. You probably have the best armor of all the empires in the galaxy at this stage.
Up to this point, the path choices and their order to research have been fairly straight forward. From here on in, what you are likely to do will depend upon the situation/threat/opportunity you are facing:
Up to this point, the path choices and their order to research have been fairly straight forward. From here on in, what you are likely to do will depend upon the situation/threat/opportunity you are facing:
*''Cloning Center''/''Soil Enrichment'' - population is good. More pop = more income, more production, more research. Even without these techs, you can use the 1-pop colony trick to accelerate population growth. However, it is an extra bonus that creatives get to do this on steroids using a Cloning Center. By farming more efficiently using Soil Enrichment, you can maximize the number of your homeworld/farming-world population given over to production or research. This tech level requires only a third of the total research necessary for Supercomputers, and the sooner you have it the quicker your populations will grow.
*''Cloning Center''/''Soil Enrichment'' - population is good. More pop = more income, more production, more research. Even without these techs, you can use the 1-pop colony trick to accelerate population growth. However, it is an extra bonus that creatives get to do this on steroids using a Cloning Center. By farming more efficiently using Soil Enrichment, you can maximize the number of your homeworld/farming-world population given over to production or research. This tech level requires only a third of the total research necessary for Supercomputers, and the sooner you have it the quicker your populations will grow.
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Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
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